Battle Analysis


Creating computer play aids for wargames.

The HexagonLibrary: when the hexagon grid is analyzed using the cartesian coordinate system,

all the Math from Analytic Geometry and trigonometry can be used for range, bearing, line of sight calculations.

Movement and combat calculators do all the math for wargame analysis.


As the mouse moves over the battlefield, the hexagon name and terrain is displayed. Terrain can be attached to hexagons and hexsides.

Click on a counter to activate the unit. Click again to place the counter.

The Hexagon Library uses analytical geometry on a cartesian coordinate system to calculate range, bearing and line of sight.

Hexagons are located by a (x,y) coordinate (). The hexagon name is calculated .

Project Steps:

  1. Hexagon Library: hexagon math for unit placement, range, bearing and line of sight.
  2. Battlefield: wargame map and unit images for display and record mouse events.
  3. Wargame Commands: process mouse events into wargame commands.
  4. Wargame Rules: process commands using rules
  5. Wargame Data: Order of Battle and terrain data.
  6. Wargame Calculators: special rules concerning movement, combat, and victory

The principles of War: Carl von Clausewitz

P = N * Q * V

N represents the number of troops in the force, which are the counters.

Q is the fighting quality of the troops, which is the attacking and defending strength values.

V is the variable factors reflecting the combat circumstances, such as the terrain effects.

Force (N * Q) counters to represent the force size (N) and the unit's stength (Q).

Terrain (V) affects the unit's movement (TEM) and it's combat effectiveness (TEC) (V).